<div class="lheading">Weapons & Armor</div> --- # Weapons ## Simple Melee Weapons > [!cite|no-title] > > [!grid|col-2] > >> [!note|blank] > > > ## <center>Sharps</center> > > > |Name|Cost|Damage|Weight|Properties| > > > |-|:-:|-|:-:|-| > > > |Dagger|2 gp|1d4 Piercing|1 lb.|[[Weapons and Armor#Execute\|Execute]], [[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Light\|Light]], [[Weapons and Armor#Thrown\|Thrown]] ([[Weapons and Armor#Range\|Range]] 20/60)| > > > |Handaxe|5 gp|1d6 Slashing|2 lb.|[[Weapons and Armor#Lacerate\|Lacerate]], [[Weapons and Armor#Light\|Light]], [[Weapons and Armor#Thrown\|Thrown]] ([[Weapons and Armor#Range\|Range]] 20/60)| > > > |Javelin|5 sp|1d6 Piercing|2 lb.|[[Weapons and Armor#Thrown\|Thrown]] ([[Weapons and Armor#Range\|Range]] 30/120), [[Weapons and Armor#Versatile\|Versatile]] (1d8)| > > > |Scythe|5 gp|2d4 Slashing|5 lb.|[[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Reach\|Reach]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Sickle|1 gp|1d4 Slashing|2 lb.|[[Weapons and Armor#Disarm\|Disarm]], [[Weapons and Armor#Light\|Light]], [[Weapons and Armor#Finesse\|Finesse]]| > > > >> [!note|blank] > > > ## <center>Blunts</center> > > > |Name|Cost|Damage|Weight|Properties| > > > |-|:-:|-|:-:|-| > > > |Club|1 sp|1d4 Bludgeoning|2 lb.|[[Weapons and Armor#Light\|Light]], [[Weapons and Armor#Versatile\|Versatile]] (1d6)| > > > |Greatclub|2 sp|1d4 Bludgeoning|10 lb.|[[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Mace|5 gp|1d6 Bludgeoning|4 lb.|[[Weapons and Armor#Demolish\|Demolish]], [[Weapons and Armor#bludgeon\|Bludgeon]], [[Weapons and Armor#Versatile\|Versatile]] (1d8)| > > > |Quarterstaff|2 sp|1d6 Bludgeoning|4 lb.|[[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Versatile\|Versatile]] (1d8)| ## Marital Melee Weapons > [!cite|no-title] > > [!grid|col-2] > > > [!note|blank] > > > ## <center>Sharps</center> > > > |Name|Cost|Damage|Weight|Properties| > > > |-|:-:|-|:-:|-| > > > |Glaive|20 gp|1d10 Slashing|6 lb.|[[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Reach\|Reach]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Greataxe|30 gp|1d12 Slashing|7 lb.|[[Weapons and Armor#Charge\|Charge]], [[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Greatsword|50 gp|2d6 Slashing|6 lb.|[[Weapons and Armor#Charge\|Charge]], [[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Greatscythe|40 gp|3d4 Slashing|6 lb.|[[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Reach\|Reach]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Halberd|20 gp|2d6 Piercing *or* Slashing|6 lb.|[[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Reach\|Reach]], [[Weapons and Armor#Two-Handed\|Two-Handed]] > > > |Lance|500 gp|1d8 Piercing|6 lb.|[[Weapons and Armor#Charge\|Charge]], [[Weapons and Armor#Reach\|Reach]], [[Weapons and Armor#Versatile\|Versatile]] (1d10)| > > > |Longsword|30 gp|1d8 Slashing|6 lb.|[[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Versatile\|Versatile]] (1d10)| > > > |Rapier|25 gp|1d8 Piercing|2 lb.|[[Weapons and Armor#Defensive\|Defensive]], [[Weapons and Armor#Finesse\|Finesse]]| > > > |Shortsword|10 gp|1d6 Piercing|2 lb.|[[Weapons and Armor#Adaptable\|Adaptable]], [[Weapons and Armor#Parry\|Parry]], [[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Light\|Light]]| > > > |Trident|5 gp|1d8 Piercing|4 lb.|[[Weapons and Armor#Thrown\|Thrown]] ([[Weapons and Armor#Range\|Range]] 20/60), [[Weapons and Armor#Versatile\|Versatile]] (1d10)| > > > |War Pick|5 gp|1d8 Piercing|2 lb.|[[Weapons and Armor#Demolish\|Demolish]], [[Weapons and Armor#Versatile\|Versatile]] (1d10)| > > > > > [!note|blank] > > > ## <center>Blunts</center> > > > |Name|Cost|Damage|Weight|Properties| > > > |-|:-:|-|:-:|-| > > > |Flail|10 gp|1d8 Bludgeoning|2 lb.|[[Weapons and Armor#Bypass\|Bypass]], [[Weapons and Armor#Versatile\|Versatile]] (1d10)| > > > |Maul|10 gp| 3d4 Bludgeoning|10 lb.|[[Weapons and Armor#Charge\|Charge]], [[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Morning Star|15 gp|1d8 Piercing|4 lb.|[[Weapons and Armor#bludgeon\|Bludgeon]], [[Weapons and Armor#Versatile\|Versatile]] (1d10)| > > > |Warhammer|15 gp|1d8 Bludgeoning|2 lb.|[[Weapons and Armor#bludgeon\|Bludgeon]], [[Weapons and Armor#Versatile\|Versatile]] (1d10)| > > > |Whip|2 gp|1d4 Piercing|3 lb.|[[Weapons and Armor#Disarm\|Disarm]], [[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Light\|Light]], [[Weapons and Armor#Reach\|Reach]]| ## Ranged Weapons > [!cite|no-title] > > [!grid|col-2] > > > [!note|blank] > > > ## <center>Simple Ranged Weapons</center> > > > |Name|Cost|Damage|Weight|Properties| > > > |-|:-:|-|:-:|-| > > > |Crossbow, Light|25 gp|1d8 Piercing|5 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 80/320), [[Weapons and Armor#Loading\|Loading]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Dart|5 cp|1d4 Piercing|1/4 lb.|[[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Thrown\|Thrown]] ([[Weapons and Armor#Range\|Range]] 20/60)| > > > |Shortbow|25 gp|1d6 Piercing|2 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 80/320), [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Sling|1 sp|1d4 Bludgeoning|-|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 30/120)| > > > > > [!note|blank] > > > ## <center>Martial Ranged Weapons</center> > > > |Name|Cost|Damage|Weight|Properties| > > > |-|:-:|-|:-:|-| > > > |Blowgun|10 gp|1 Piercing|1 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 25/100), [[Weapons and Armor#Loading\|Loading]]| > > > |Crossbow, Hand|75 gp|1d6 Piercing|3 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 30/120), [[Weapons and Armor#Light\|Light]], [[Weapons and Armor#Loading\|Loading]]| > > > |Crossbow, Heavy|50 gp|1d10 Piercing|18 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 100/400), [[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Loading\|Loading]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Longbow|50 gp|1d8 Piercing|2 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] (150/600), [[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Net|1 gp|-|3 lb.|Special, [[Weapons and Armor#Thrown\|Thrown]] ([[Weapons and Armor#Range\|Range]] 5/15)| > [!cite|no-title] > > [!grid|col-2] > >> [!note|blank] > > > ## <center>Firearms</center> > > > |Name|Cost|Damage|Weight|Properties| > > > |-|:-:|-|:-:|-| > > > |Blackpowder Pistol|250 gp|2d4 Piercing|4 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 25/100), [[Weapons and Armor#Blackpowder\|Blackpowder]], [[Weapons and Armor#Loading\|Loading]], [[Weapons and Armor#Light\|Light]]| > > > |Blackpowder Rifle|500 gp|2d6 Piercing|10 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 80/300), [[Weapons and Armor#Blackpowder\|Blackpowder]], [[Weapons and Armor#Loading\|Loading]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Shotgun|250 gp|1d8 Piercing|6 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 30/90), [[Weapons and Armor#Loading\|Loading]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > |Revolver|250 gp|2d8 Piercing|3 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 40/120), [[Weapons and Armor#Loading\|Loading]], [[Weapons and Armor#Light\|Light]]| > > > |Flintlock|750 gp|1d10 Piercing|3 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 30/90), [[Weapons and Armor#Loading\|Loading]]| > > > |Musket|500 gp|1d12 Piercing|10 lb.|[[Weapons and Armor#Ammunition\|Ammunition]] ([[Weapons and Armor#Range\|Range]] 40/120), [[Weapons and Armor#Loading\|Loading]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > > > >> [!note|blank] > > > ## <center>Ammunition</center> > > > |Name|Cost|Weight| > > > |-|:-:|:-:| > > > |Arrows (20)|1 gp|1 lb.| > > > |Blowgun Needles (50)|1 gp|1 lb.| > > > |Crossbow Bolts (20)|1 gp|1.5 lb.| > > > |Sling Bullets (20)|4 cp|1.5 lb.| > > > |Paper Cartridge Bullets (20)|3 gp|2 lb.| > [!note|no-title] > #### Optional > ## <center>Variant Weapons</center> > Sometimes, you have a cool weapon idea, and re-flavouring an already existing weapon just doesn't feel quite right. I've built this current weapon list to allow more flexibility when it comes to re-flavouring weapons, allowing you to pick the 'base' weapon from the top, and picking properties from the [[Weapons and Armor#<font size=25>**Weapon Properties**</font>|Weapon Properties]] section to make your weapon feel more like what you're trying to go after. > > The below isn't an exhaustive list, but rather some examples of some things you can do. Feel free to use these weapons as well and consider them a part of the official weapons list. > ### <center>Variant Weapon Examples</center> > |New|Original|Variant Properties|Description > |:-:|:-:|-|-| > |Parrying Dagger|Dagger|[[Weapons and Armor#Disarm\|Disarm]], [[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Light\|Light]], [[Weapons and Armor#Parry\|Parry]]|[Parrying Daggers](https://en.wikipedia.org/wiki/Parrying_dagger) are daggers made and used specifically with the idea of dual wielding in-mind; they were more designed to defend (or parry) as opposed to attack. So, I replaced the [[Weapons and Armor#Execute\|Execute]] and [[Weapons and Armor#Thrown\|Thrown]] properties with [[Weapons and Armor#Parry\|Parry]] and [[Weapons and Armor#Disarm\|Disarm]] to reflect that.| > |Hidden Blade|Dagger|[[Weapons and Armor#Execute\|Execute]], [[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Light\|Light]], [[Weapons and Armor#Hidden\|Hidden]]|A dagger made with the intention of keeping it hidden. I replaced the [[Weapons and Armor#Thrown\|Thrown]] property with [[Weapons and Armor#Hidden\|Hidden]] Simple.| > |Khopesh|Shortsword|[[Weapons and Armor#Bypass\|Bypass]], [[Weapons and Armor#Disarm\|Disarm]], [[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Light\|Light]]|A [Khopesh](https://en.wikipedia.org/wiki/Khopesh) is more than just a curved shortsword; in fact, they historically are more similar to sickles. Their curved design is intended to be used to trap an opponent's arm, or to pull an opponent's shield out of the way. I replaced the shortsword's [[Weapons and Armor#Adaptable\|Adaptable]] and [[Weapons and Armor#Parry\|Parry]] with [[Weapons and Armor#Disarm\|Disarm]] and [[Weapons and Armor#Bypass\|Bypass]].| > |Whipblade|Whip|[[Weapons and Armor#Drag\|Drag]], [[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Light\|Light]], [[Weapons and Armor#Reach\|Reach]], Special|A whipblade, or an [Urumi](https://en.wikipedia.org/wiki/Urumi), is a flexible, whip-like blade, secretly worn around the waist. Replaced the whip's [[Weapons and Armor#Disarm\|Disarm]] with [[Weapons and Armor#Drag\|Drag]].| > |Chain Sickle|Sickle *or* Whip|[[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Reach\|Reach]], [[Weapons and Armor#Two-Handed\|Two-Handed]]|A chain sickle, or a [Kusarigama](https://en.wikipedia.org/wiki/Kusarigama), is essentially a blade attached to the end of a whip-like chain. Some real Trevor Belmont type shit.| > |Horseman's Pick|War Pick|[[Weapons and Armor#Armor Piercing\|Armor Piercing]], [[Weapons and Armor#Charge\|Charge]], [[Weapons and Armor#Versatile\|Versatile]] (1d10)| > |Sabre|Shortsword|[[Weapons and Armor#Finesse\|Finesse]], [[Weapons and Armor#Swift\|Swift]], [[Weapons and Armor#Versatile\|Versatile]] (1d10)| > |Zweihander|Greatsword|[[Weapons and Armor#Brutal\|Brutal]], [[Weapons and Armor#Charge\|Charge]], [[Weapons and Armor#Heavy\|Heavy]], [[Weapons and Armor#Two-Handed\|Two-Handed]]| > &nbsp; --- # Armor > [!cite|no-title] > > [!grid|col-2] > > >[!note|blank] > > > ## <center>Unarmored Defense</center> > > > |Name|Type|Armor Class (AC)||| > > > |-|:-:|-|:-:|-|-| > > > |Barkskin|Spell|16 (Minimum)| > > > |Mage Armor|Spell|13 + Dex Modifier| > > > |Base/No Armor|-|10 + Dex Modifier| > > > > > > ## <center>Light Armor</center> > > > |Name|Cost|Armor Class (AC)|Strength|Stealth|Weight| > > > |-|:-:|:-:|:-:|:-:|:-:|:-:|:-:| > > > |Padded|5 gp|11 + Dex Modifier|Str 8|-|8 lb.| > > > |Leather|10 gp|12 + Dex Modifier|Str 10|-|10 lb.| > > > |Studded Leather|45 gp|12 + Dex Modifier|Str 10|-|13 lb.| > > > > >[!note|blank] > > > ## <center>Medium Armor</center> > > > |Name|Cost|Armor Class (AC)|Strength|Stealth|Weight| > > > |-|:-:|:-:|:-:|:-:|:-:|:-:| > > > |Hide|10 gp|12 + Dex Modifier (max 2)|Str 10|-|12 lb.| > > > |Chain Shirt|50 gp|13 + Dex Modifier (max 2)|Str 12|-|20 lb.| > > > |Scale Mail|50 gp|14 + Dex Modifier (max 2)|Str 14|Disadvantage|45 lb.| > > > |Breastplate|400 gp|15 + Dex Modifier (max 2)|Str 12|-|20 lb.| > > > |Half Plate|750 gp|16 + Dex Modifier (max 2)|Str 14|Disadvantage|40 lb.| > [!cite|no-title] > > [!grid|col-2] > > > [!note|blank] > > > ## <center>Heavy Armor</center> > > >|Name|Cost|Armor Class (AC)|Strength|Stealth|Weight| > >> |-|:-:|:-:|:-:|:-:|:-:|:-:| > >> |Ring Mail|30 gp|17|Str 14|Disadvantage|40 lb.| > >> |Chain Mail|75 gp|18|Str 16|Disadvantage|55 lb.| > >>|Splint|200 gp|19|Str 17|Disadvantage|60 lb.| > >>|Plate|1500 gp|20|Str 18|Disadvantage|65 lb.| > > > > > [!note|blank] > > > ## <center>Shields</center> > > > |Name|Cost|Armor Class (AC)|Damage|Properties|Weight| > > > |-|:-:|:-:|-|-|:-:|:-:|:-:| > > > |Buckler Shield|5 gp|+1|1d4 Bludgeoning|[[Weapons and Armor#Light\|Light]]|2 lb.| > > > |Round Shield|10 gp|+2|1d6 Bludgeoning|-|6 lb.| > > > |Spiked Shield|200 gp|+3|1d8 Piercing|-|7 lb.| > > > |Tower Shield|500 gp|+4|1d10 Bludgeoning|[[Weapons and Armor#Heavy\|Heavy]]|45 lb.| --- # Details >[!cite|no-title] >## Adamantine >Adamantine is an ultra-hard metal found in meteorites and extraordinary mineral veins. > >If you wear a suit of armor that is reinforced with Adamantine, any [[critical-hit-xphb|Critical Hit]] against you becomes a normal hit. This metal can only reinforce Medium and Heavy armors >. >The adamantine version of a suit of armor costs 500gp more than the normal price. > >Melee weapons and Ammunition made of or coated with Adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of Ammunition hits an object, the hit is a critical hit. > >The adamantine version of a melee weapon or 10 pieces of Ammunition costs 500gp more than the normal price. >[!cite|no-title] >## Armor ></center>The armor table shows the cost, weight, and other properties of the common types of armor worn.</center> > >> [!grid|col-3] > >> [!cite|no-title] > > >### Armor Class (AC) > > >Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. > > > >> [!cite|no-title] > > >### Armor Proficiency > > >Anyone can put on a suit of armor of strap a shield to an arm; only those proficient in the armor's use know how to wear it effectively, however. > > > > > >Your Class gives you proficiency with with certain types of armor, and if you wear armor you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells. > > > >> [!cite|no-title] > > >### Shields > > >A Shield is carried in one hand. Wielding a shield increases you armor class by the amount stated in the Armor Class column. > > > > > >For the purpose of increasing you armor class, you can only benefit from one shield at a time. > > > > > >They count as simple melee weapons and deal the damage stated in the damage column. > > > >> [!cite|no-title] > > >### Stealth > > >If the armor table shows 'Disadvantage' in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. > > > >> [!cite|no-title] > > >### Strength > > >Armor can interfere with the wearer's ability to move quickly, steathily, and freely. If the armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer as a Strength score equal to or higher than the listed score. > [!columns|2] >>[!cite|no-title] >>## Improvised Weapons > >An improvised weapon inclides any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, or a dead goblin. Often, an improvised weapon is similar to an actual weapon and can be treated as such, at the DM's discrection. > > > >An object that bears no resemblance to a weapon instead deals 1d4 damage (the DM assigns a damage appropriate to the object). > > > >If the character uses a Ranged weapon to make a melee attack, or throws a melee weapon that does not have the Thrown property. it also deals 1d4 damage. An improvised Thrown weapon has a normal Range of 20 feet and a long Range of 60 feet. > >>[!cite|no-title] >>## Silvered Weapons > >Some monsters that have immunity or resistance to non-magical weapons, are susceptible to silver weapons. > > > >You can silver a single weapon or ten pieces of Ammunition for 100gp. >[!cite|no-title] >## Special Weapons ><center>Weapons with special rules are described here.</center> > >> [!grid|col-2] > >>[!cite|no-title] > > >### Net > > >A large or smaller creature hit by a net is restrained until it is freed. A creature can use it's action to make a DC 1o Strength check, freeing itself or another creature within its Reach on a success. > > > > > >Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. > > > > > >When you use an action, bonus action, or reaction to attach with a net, you can make only one attack regardless of the number of attacks you can normally make. > > > > > >A net has no effect on creatures that are formless, or creatures that are Huge or larger. > > > >>[!cite|no-title] > > >### Whipblade > > >When you make a Thrown Ranged attacked with the Whipblade, the blade gets pulled back into your hand as a part of the attack. > > > > > >&nbsp; # <center>**Weapon Properties**</center> ## Adaptable - When you make an opportunity attack with this weapon, you have advantage on the attack roll. ## Ammunition - You can use a weapon that has the Ammunition property to make a Ranged attack only if you have Ammunition to fire from the weapon. - Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is a part of the attack. You need a free hand to load a one-handed weapon. - At the end of battle, you can recover half of your expended ammunition by taking a minute to search the battlefield. - If you use a weapon with the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used this way. ## Armor Piercing - When you roll to hit a creature with an Armor Piercing weapon or ammunition, if the target is wearing armor our has natural armor, then you recieve a +2 on your attack roll to hit the target. ## Blackpowder - Blackpowder weapons fire projectiles with ear-splitting noise, shredding armor with deadly force. When fired, blackpowder weapons emit a deafening crack audible 300 feet away. - Unfortunately, blackpowder becomes useless when wet. If a blackpowder weapon is exposed to heavy rain, submerged, or drenched in water by similar means, then it cannot fire. A character cannot use this weapon again until they complete a short rest in dry conditions. ## Bludgeon - If you make an attack with this weapon and score a [[critical-hit-xphb|Critical Hit]] against a creature wearing armor, you can roll one additional damage die when determining the extra damage it takes. ## Brutal - Brutal weapons are designed to subject an adversary to the most harm. - When you score a [[critical-hit-xphb|Critical Hit]] against a creature with a Brutal weapon, you can add an additional weapon damage die to the weapon dealt. ## Bulky - When using this weapon to attack a target within 10 feet, you have disadvantage on the attack roll. ## Bypass - When you attack a creature wielding a shield with your weapon, you can ignore the bonus to its AC from it's shield. ## Charge - When you have moved 20 feet or more in a straight line this turn, your next attack with the weapon deals an additional damage die when determining the damage it takes. ## Defensive - While you are wielding this weapon and no other weapon or shield, you gain a +1 bonus to your AC. - You can add this bonus only once. ## Demolish - On a hit, your weapon deals double damage to structures and objects. ## Disarm - You can use the Attack action to make a special melee attack with this weapon; a Disarming attack. - If you're able to make multiple attacks with the attack action, this attack replaces one of them. - The target of your Disarming attack must be no larger than one size larger than you and must be within your reach. - Make an attack roll contested by the target's Strength ( Athletics) or Dexterity (Acrobatics) check. If you win the contest, the attack causes no damage or other ill effect, but its weapon lands in an unoccupied square within 10 feet of it. - You have disadvantage on the attack roll if the target is holding the item with two or more hands. - The target has advantage on its ability check if it is larger than you, or disadvantage if it is smaller. ## Drag - You can use the attack action to make a special melee attack with this weapon; a Dragging attack. - If you're able to make multiple attacks with the attack action, this attack replaces one of them. - The target of your Dragging attack must be no larger than one size larger than you and must be within your reach. - Make an attack roll contested by the target's Strength ( Athletics) or Dexterity (Acrobatics) check. If you win the contest, the attack causes no damage or other ill effect, but the target gets pulled 10 feet in a straight line towards you. ## Execute - If you make an attack with this weapon and score a hit against an [[conditions#Incapacitated\|Incapacitated]], [[conditions#Unconscious\|Unconscious]], or [[conditions#Surprised\|Surprised]] creature, you can roll one additional damage die when determining the damage it takes. ## Finesse - When making an attack with a Finesse weapon, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. - You must use the same modifier for both rolls. ## Heavy - A heavy weapon's size and bulk make it too large for a small creature to use it effectively. - Small creatures have disadvantage on attack rolls with heavy weapons. ## Hidden - Your weapon is Hidden inside a boot, gauntlet, sleeve, staff, hat, cane, or another possible location on your person that can be pulled out, ejected via mechanism, or reinserted as a bonus action. - The weapon remains Hidden unless a creature succeeds on a DC 20 (Investigation) check to search you. ## Lacerate - If you make an attack with this weapon and score a [[critical-hit-xphb|Critical Hit]] against an unarmored creature, you can roll one additional damage die when determining the extra damage it takes. ## Light - A Light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. ## Loading - Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make with it. ## Parry - While you are wielding this weapon and one other one-handed weapon, you gain a +1 bonus to your AC. - You can only add this bonus once. ## Range - A weapon that can be used to make a Ranged attack has a Range has a Range in parentheses after the ammunition or Thrown property. - The Range lists two numbers; the first is the weapon's normal Range in feet, and the second indicated the weapon's long Range. - When attacking a target beyond normal Range, you have disadvantage on the attack roll. - You can't attack a target beyond the weapon's long Range. ## Reach - This weapon adds 5 feet to your reach when you attack with it. ## Silvered - Attacks you make with silvered weapons or ammunition count as magical for the purpose of overcoming resistance and immunity to non-magical attacks. ## Swift - Swift weapons are renowned for their utility in recovering from missed attacks. - When you miss an attack with a Swift weapon, you gain advantage on the next attack roll you make with that weapon against the same target. ## Thrown - If a weapon has the Thrown property, you can throw the weapon to make a Ranged attack. - If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. ## Two-Handed - This weapon requires two hands when you attack with it. ## Versatile - This weapon can be used with one or two hands. - A damage value in the parentheses appears with the property; the damage when the weapon is used with two hands to make a melee attack.